DozeMaster's Recent Forum Activity

  • Why not just use an collision condition?

    When CAR is COLLIDING WITH PARKING SPOT

    AND CAR SPEED is less than 3

    Set CAR to rgb(whatever color)

    Or change animation frame.

    To make sure players park correctly you can make the parking spot hitbox smaller so they have to be more on the parking spot to register the collision.

    Hope this helps

    using on collision would trigger the parking the moment the edges of the parking lot and car will collide with each other, and not when the car is actually on the parking lot. that's why comparing the distance from the parking lot X thinking it would have a centered origin point is a much better suit. cause at that point the car for sure would be over the parking lot.

    think of a 200px * 200px parking lot if has the center image in middle and 100px on each side, then if the car is at a distance of 20 or less from the center it means the car is overlaping the parking lot entirely, then double checking the speed would make sure the car has slowed down to a speed of 5 or 3 that is going downwards. however if there is movement that can make the car move by using innertia and slowing down in time, like physics cars for example the speed without pressing any keys from innertia would fluctuate from positive to negative values, that's why i said abs(car.speed) meaning any value that is under 3 or 5 its turned into a positive value even if its -100 speed it becomes 100 speed, therefore not being full stopped as would move backwards at a speed of 100.

  • i just tested your capx file on C2 on my end works good. doesn't do any glitches. it jumps mid air while falling 1 time. as it doesn't have a double jump yet implemented.

    i can't seem to replicate your collision with moving platform glitch. the collisions on my end is on point. what is your C2 version you are using? and what machine? it might not be the events or the game.

  • Awesome andreluizgollo, ^_^ good luck on the launch!

    AllanR looks good, but i tested it only on desktop, and dragging objects (swipping to move) didn't worked for me.

  • I'm not sure about the car speed though.

    If you could try and explain it in simple terms (sorry), I would appreciate it.

    by car.speed i meant if u are using the 4 or 8 directions to move the object i think it gives u a current speed expression which u can double check if the player actually stopped on the parking lot and not moving backwards from inertia.

    not sure now what movement behavior you are using. it depends on that to keep track of the car speed . but that is more of a safety thingy.

  • I play my music intros and loops as separate files, but on its own the loop doesn't seamlessly play after the intro. Is there somehow I can use audio scheduling with music folder files? I tried using it and it acts like I didn't even put scheduling in the script.

    EDIT: I found that music files give a duration of 0 so I guess it's a matter of somehow determining the music length.

    you can use the song ended expression and play next the next song based on that, or start playing the song at 2 seconds before the song playing ends, by using the expression audio.tracklength or something like that.

    You might need to edit your music files with a audio editor, like audacity or something similar and remove the silent parts and beginning or end of songs, you will also get to know what is the actual song length from that, the schedule expression works as intended however as with any object in Construct is a matter how you use them.

    Construct offers you the tools, but isn't doing everything for you, you have to puzzle them together, and use some common sense. Have fun ^_^.

  • Every time I use Q3DSprites, they always face the camera, and I need them to not do that. Any ideas?

    i think they are locked that way. can't really remember i didn't used q3d in a while now.

  • What is the best hosting that i can upload some php files and execute it using Ajax.

    Except 000webhost because the most hours of day is down.

    try freehosting however if you planning on having lots of calls and some memory take a premium plan from a company that you like.... i personally prefer fastcomet its premium and is going to cost some $$. The best hosting is the one you can afford and serves your needs though.

    any hosting allows you to upload php files and execute ajax... is a matter of permissions on your files and php files etc.

  • Yeah, I had checked that out before. I'm not a C3 user yet but it is interesting. That game is more along the lines of Legend of Zelda, though. I'm really talking about something akin to Final Fantasy, Dragon Quest, etc. Those games are far more complex and random and that's what I'm looking into.

    the game mechanics don't change, but the graphics, the demonoir offers you the logic and mechanics of a rpg gameplay, you can take those and do ur pseudo 3d with C2 or C3 and make whatever game you want, you have to remember games are like puzzles ... its a bunch of random pieces that are arranged in different ways, yet their goal is the same.

    Also if you are thinking Final Fantasy 3D or dragon quest 3D you might find it a bit difficult to do in Construct as its a 2D game engine and not a 3D one.

  • Hi There

    Does by any chance we have now such a plugin for appsflyer, I just wanted to check here, before opening new topic?

    Thanks!

    no there is none, and it won't be anytime soon.

    Because appsflyer doesn't offer a public api/SDK, they can do the plugin themselves but you have to request them and maybe sometime in the future they will consider it.

    just use google analytics has all the features appsflyer does + some more.

  • as Maverick1912 said you can use that approach but it will repeat the songs, to make it random yet not repeating you have to keep track of last 2 or 3 songs that have been played then exclude them from the next list of random selection.

  • Now I'm actually thinking about using just taps to move the blocks... How would you suggest doing the rotations?

    ^_^ ... that's where i was stuck as well, cause there is no screen space for buttons the game area covers almost everything, and my template has even the left side "hold piece" and if i make the gameplay screen smaller i would had to squint my eyes to play which isn't very good.

    but i guess swiping up could be a rotation possibility, tapping to move and swipe down to force down the blocks.

    the problem with your delay of 0.3 to activate swipe is that it works good on low levels right? cause the speed of blocks is slow, but the moment you are like level 10 or 20 or whenever u increase the speed the blocks, the waiting 0.3 to activate movement fails, that's why i think tetris blitz got it perfect as movement for mobile, the game shows you all the available moves of the current piece in play, and u just select one of the possible moves. I stopped my tetris development there, cause im kinda bad at arrays. ^_^

    however if your version has screen space, id just put a rotate button somewhere on the screen. and use the tap to move pieces. but my version doesn't have that luxury ^_^

    on my end i have the keyboard controls as secondary and works good so far, and mobile is in the workings for a couple of months now... im stuck at decision making on it.

    another reason i stopped development on it, is cause tetris company ltd has a monopoly on the gameplay (including every aspect of it patented, and any clone that is out there is going to be sued whenever it gets any revenue that makes some more than a cup of coffee. you can license the game from them, and clone it, but is probably gonna cost to much to be feasible.)

    so im not really sure i want to make a tetris clone anymore for a while now ^_^ and spend my time on marketing it and be then taken down.

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  • Didn't downloaded the file however the bellow is my solution.

    a simple way to achieve this, would be: having 2 instance_variables on the player one that detects if he is_moving, and one that keeps a value amount let's say timeWait=60.

    (make sure to add the keyboard key is not pressed condition/s for each user keystroke that can be inputed)

    (0 false 1 true - if user is pressing a key it means the player is moving then the value changes to 1, if there is no user input then value changes back to 0)

    then you can reset the timewait by saying

    that way it always resets when the user presses a button.

    that should work, is not the most elegant but should give you and idea on how the mechanics should work, and then apply and tweak them based on already used behaviors, or code you have.

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DozeMaster

Member since 30 Jun, 2014

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